lol. Anything doable, Modable.
treborblue
I have a Mod tool that scales Governments with Galaxy size. Adding administrators....... Anything else might need scaling?
Link to Mod/App. https://drive.google.com/open?id=1FXw2HE5kN4Ezqm6uAwOpomF9G0QqkR3V I have had to change the way it works due to GalCiv now compiling the Mods folder prior to loading. (Didn't test fully with intrigue) <p style="background-color: transparent; color: #000000; font-family: " segoe ui",arial,sans-serif; font-size: 16px; font-style: normal; font-variant: normal;
I have a mod (tool) that scales the Colony limit according to map size. Let me see if it still works for Retribution. Edit Still Works. If anyone is interested I will bundle some instructions and post a link.
Yes, other editors. Currently porting some of my old editors to the new system.
The code base was difficult to maintain. So it is being recoded to be more portable so other editors can make use of it.
[quote who="IDontKnowTech" reply="3" id="3710889"] how do you use a Tree Viewer? [/quote] https://forums.galciv3.com/477456/page/1/
According to the Improvements schema there is an element called 'RelativeWeight'. I am not sure what it does or even if it is implemented. You could try adding this to the improvement and setting a high value. There is also an element called 'Tech' in the AIStrategyDefs schema, again no idea what it does or whether it is implemented. N.B. If you add an element to your xml, it must be in the same order they appear in the schema. Let us
Copy GalCiv3AIDefs.xml (...Galactic Civilizations III\data\Game) to your mods folder. (...My Games\GalCiv3\Mods\ExampleMod\Game\) or (My Games\GC3Crusade\Mods\ExampleMod\Game). Open up the newly copied GalCiv3AIDefs.xml in a text editor. Search for the difficulty you wan to edit e.g. 'Godlike' or 'Incredible'. Scroll down to you see
In Gal Civ there are no AI scripts there only AI guidelines. You can influence what the AI researches by giving it preferences ( AI weight) and/or giving a tech a TAG. (advanced) If you introduce a new tech and give it the correct 'weights' the AI will research it if it 'feels' it needs it. You can create a completely new and unique tech tree for the AI and it will use it. As for new hull sizes, there are certain limits as to what you
Yes, you can do most basic editing directly in the tool. See the videos on nexus. You can create new techs, delete , edit etc. Directly in the editor. More advanced modding requires direct xml editing. Double clicking on a tech or stat will open the relevant xml file at the correct position for manual editing.
There is a public beta available now.
Have you checked out my Tech Tree Editor https://www.nexusmods.com/galacticcivilizations3/mods/80/
AFAIK the engine is 64bit, but it looks like the max in-game fixed decimal is 32 bit. You just need to keep the maximum tech cost below 2147483.
This is from the schema (CustomTypes.xsd), which Galciv validates the xmls, So I would assume
I don't see what the forums or Stardock involved in IP protection has to do with Galactic Civilizations?
Glad you got it working.
Glad you got it working.
A couple of questions, Did you make a copy of the file and place it in your mod folder and nor mod the core file? Are mods enabled in game (I feel stupid asking this)? Any changes require a new game, changes won't affect existing games. Apart from this I am at a loss, it works for me.
I have just done a quick test. Copied shipcomponentsdefs.xml to mod folder '....\Documents\My Games\GC3Crusade\Mods\ExampleMod\Game Fired up the tech tree editor, set the mod path to point at '<span style="font: 400 16px/20.8px 'Segoe UI',Arial,sans-serif; text-align: left; text-transform: none; text-indent: 0px; letter-spacing: normal; text-decoration: none; word-spacing: 0px; display: inline !important; white-space: no
Which stats are you trying to modify?
Did you modify the shipcomponentdefs.xml directly or did you make a copy in your mods folder and modify that. Tooltip descriptions that say 'Increases rate of fire of Beam Weapons 30% but lowers damage 15%' are hardcoded into the text descriptions, so you will have to edit these to reflect any changes you have made. The stats below the description in the tooltip, are dynamic, and should change based on what stats are in the xml Hope this helps.
It is a tool primarily to edit techs and associated tech stats and text. it should however display the same stat text for any module / weapon etc that appears in the in game tech tree. You may have to edit the text associated with the ship component to reflect changes in the tool tip. I am away from my desk, so I can’t fully check ATM.
Check out this Tech Editor https://www.nexusmods.com/galacticcivilizations3/mods/80/?tab=description&issue_id=335373 see the video on creating your own specializations. (user submitted) may help. Adding specializations directly was on the TODO list.
@Gauntlet Do you know a way to add a ship class without having to copy the whole shipclassdefs.xml to your mod folder. I have a Commander upgrade option that upgrades the commander ship to a faster ship if you have researched the required drive tech.